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Club Penguin
Can Game Companies Help America's Children?
Representing Ourselves Online
Children on Virtual Worlds September 08
D Is for Digital: an Analysis of the Children’S Interactive Media Environment with a Focus on Mass Marketed Products That Promote Learning
News Release
Feb 20, 2017 Issue 4
Sep 1 4 2007 Libraries Rotch
PC Jargon Buster!
Is There a Second Life for Trademarks in Second Life®? by Sally M
The Blue Book a Consumer Guide to Virtual Worlds
Scott Diener, Ph.D
Social Networks
Supplemental Material
2008 Annual Report
COPPA 2.0: the New Battle Over Privacy, Age Verification, Online Safety & Free Speech
Fiscal Year 2013 Annual Financial Report
Santa Claus Club Penguin
National Museum of Natural History Bulletin for Teachers
Top View
Staking the First Claim Creating the First Eqnext Landmark Prototype Rosie Rappaport Art Director at SOE
With Special Thanks to the Global Penguin Society for the Images Used in This Activity Guide
Volume 3, Number 2 Virtual Worlds for Kids December 2010
Children in a Digital
Disney Club Penguin: Game Day!
Digital Digest
Disney Interactive Media Group
Trademark Law and the Repercussions of Virtual Property (Irl)'
Volume 3, Number 2 Virtual Worlds for Kids December 2010
Club Penguin DS
Kids Closer Up: Playing, Learning, and Growing with Digital Media IJLM
Actionscript for Multiplayer Games and Virtual Worlds 1St Edition Pdf, Epub, Ebook
User-Generated Content and Virtual Worlds
How Media Attract and Affect Youth
Student Websites
The Protection of Teenagers' Online Rights And
Families Matter: Designing Media for a Digital Age. New York: the Joan Ganz Cooney Center at Sesame Workshop
A Case Study of Children's Experiences With
Lieff Cabraser Heimann & Bernstein, Llp